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The top slopes more like a mushroom than a tree so I'm not actually that happy with it. But on the basis of being unable to see the top and bottom at the same time because it's so large I can't be bothered to modify it.

Is it possible to grow those big mushrooms underground? The huge ones that are more like trees.

Is it possible to grow those big mushrooms underground? The huge ones that are more like trees.

I read somewhere that they don't ever grow back after you cut them down, and I have never seen one grow in any of my mushroom farms. I haven't seen anything I would consider definitive proof that it can't happen, but the rumor plus personal experience has led me to not do anything that would require growing new gigantic mushrooms.

Seems like the kind of thing that might eventually be patched in, though.

Actually, about halfway through that sentence, I had an idea for a PvP mode. Remember the fortress battles in Rocket Slime? I think something that's somewhere between that and Scorched Earth could make for a very interesting mode of play for this.

I'm getting something here... spoilered because it's just public brainstorming. I call it Scorched Terraria.

Spoiler:

Each team has some sort of object they must protect. It could be a crystal, a king, a princess, an alter... whatever. The game begins with each team having nothing but the normal, a copper pick and a copper axe. From the beginning, it's a race to fortify their team object while trying to find the materials to build a cannon. This is meant, mainly, as a time buffer to allow the teams to get a bit of protection around their object. Better quality material provides better protection against the enemy munitions, and the different munitions will have different effects.

Once the first cannon is up (perhaps a limit of three active cannons a team?), players can start loading crafted munitions. The cannons can be aimed, but this will only affect the angle of the shot, the trajectory will always end at the enemy's object. Depending on the type of projectile, different things can happen. The projectile could be more basic, and just attempt to hit the enemy object, causing damage to any fortifications in its path. It could be specialized, slowing enemy cannon fire, acting like grapeshot to attack their defenses, or raining lava on their base to impede progress. Or it could be a bit tricky, acting like a boomerang and swinging behind the enemy, forcing them to think about defending all angles (lower explosive radius?). Heck, why not allow the player to fire an EoC that would just fly around the enemy base for several seconds, looking for players to harass?

Players could also attack the enemy directly. Trying to disrupt their offense, damage their fortifications directly, cause general confusion... but they can't harm the team's object with any normal weapons, only with their cannons.

There'd need to be a few balances here and there. Disallowing building outside of a certain area above ground may work, but it seems that building a wall in the middle of the map should be a valid tactic considering it's an obstacle for both teams. Some munitions could ignore certain materials, such as dirt, mud, and stone. The health powerups underground could remain, and could make things interesting as well, encouraging "class" play.

Alright, so I am really having fun with this. The area around my tower has been explored and now I am working on a digging a deeper mineshaft.

I have not messed with IP addresses and the such for a long time and was looking for some help with multiplayer. I have a friend I want to play with and was wondering what steps we needed to take to connect.

I can mess with stuff on my router but he gets his through his dorm. Does that mean he should connect to me? What do I need to do to set this up?

Fonjo, I got multiplayer up and running last night. It was pretty easy, just have the host run ipconfig and check your outward ip-address, that will be the ip of the server. We used the default port (7777) without needing to mess with forwarding, I ran no firewalls.

I'd say just try to host and send him the ip first, if you need to do port forwarding you'll probably have to host on your end because I doubt he'll be able to if he runs it from the dorm uplink.

If you don't get it to work, consider trying with Hamachi (free version works!). Hamachi is my go to when I run into network trouble. Very few games will work in LAN on my home network because I can't set it up correctly, but most work through Hamachi.

Seriously though, if you're just starting up then look around a little for a nice spot during the day and build a basic house there so you don't get eaten by zombies. That's how I start every new world but after that I just dig down until death.

It not being Steam Cloud with the saves and worlds is both pretty tedious and highly exploitable (infinite materials/objects with copy paste worlds).

Steam Cloud storage will not stop copy paste worlds. The Steam Cloud works as a backup, not as a principal storage system. A memory editor will do a better, faster job of changing inventory amounts.

The other issue is that it's unlikely to ever happen given the size of the savefiles. All of the games I own that have cloud storage enabled have a maximum storage size of 100Mb, which is roughly the size of one large world and less than two medium worlds.